[CS:GO] de_cefalu_go

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[CS:GO] de_cefalu_go

Postby novalin on Sat Oct 20, 2012 6:03 pm

Hi all-
Back in 2006 I made a map called de_cefalu for CS:S, and I recently started revamping it for CS:GO. The beta should be out pretty soon.

Video Teaser Trailer:
http://vimeo.com/51270330

Images:
Image

Image

Image

Image

Image
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Re: [CS:GO] de_cefalu_go

Postby nub on Sat Oct 20, 2012 9:45 pm

Oh yeah I think I remember the original thread you made when the map was for CSS; and giving you a lot of CC on it.

It's looking pretty good so far. The one thing I noticed is the church-styled building in the last screen shot. It looks pretty bland and lacks the details it needs to actually come across as a believable building. It's too obvious that it's just slammed together with a few primitives. But your other buildings look pretty good, so I imagine you're still working on the church (or whatever it is).


And just a general idea I had; some ivy growing up the side of buildings in some areas would go a long way in adding detail to your map. Maybe some ivy hanging off window sills or something, too.
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Re: [CS:GO] de_cefalu_go

Postby novalin on Sat Oct 20, 2012 9:59 pm

nub wrote:Oh yeah I think I remember the original thread you made when the map was for CSS; and giving you a lot of CC on it.

It's looking pretty good so far. The one thing I noticed is the church-styled building in the last screen shot. It looks pretty bland and lacks the details it needs to actually come across as a believable building. It's too obvious that it's just slammed together with a few primitives. But your other buildings look pretty good, so I imagine you're still working on the church (or whatever it is).


And just a general idea I had; some ivy growing up the side of buildings in some areas would go a long way in adding detail to your map. Maybe some ivy hanging off window sills or something, too.


Thank you for the feedback.

With the church like building, it could use something to "break it up" more, agreed. At least some decals.

More ivy for sure. In CSS there were more ivy decals and textures that unfortunately were removed, so I made need to bring them over to CSGO. But thankfully there are more ivy models now, and I can drop those in.
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Re: [CS:GO] de_cefalu_go

Postby nub on Sat Oct 20, 2012 11:45 pm

I'd honestly recommend using ivy models over decals. You get more detail, and they work really well with the cascade shadow mapping.
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Re: [CS:GO] de_cefalu_go

Postby novalin on Tue Oct 23, 2012 5:03 am

nub wrote:I'd honestly recommend using ivy models over decals. You get more detail, and they work really well with the cascade shadow mapping.


Agreed. The difference in quality is pretty vast, and for today's standards the ivy decal is a bit weak. I am only using it for layering purposes, and on a limited basis.

Last night I went back and updated that courtyard and made the church-like-thing more detailed with vines, moss, brick decals, etc. Plus I started filling in the areas around it that were not yet worked on. It's starting to look a lot better.

Beta should be out pretty soon, and I can always refine details during the Beta as well.
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Re: [CS:GO] de_cefalu_go

Postby novalin on Thu Oct 25, 2012 4:42 am

New pics:

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Re: [CS:GO] de_cefalu_go

Postby novalin on Fri Oct 26, 2012 6:21 am

Hi everyone-

The beta has been released! Download here

Please send any feedback to the author at novalin at gmail dot com, or post here.

Feedback Questions:
* How is the frame-rate (I have an old computer, so it was hard for me to test this myself)?
* Is one side overpowered? Why?
* Does the layout feel good?
* What details would you like to see?
* Any bugs?

Radar, overview, and loading screen coming later!

Thanks
~ novalin
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Re: [CS:GO] de_cefalu_go

Postby novalin on Sat Oct 27, 2012 12:03 am

Here's an image of the layout:

Image

Basically, there are 3 major pathways the terrorists can take towards each site, with connecting points in the middle between those paths. Also, there is an elevated area in the center of the map that can be reached from either side, and can be used to control both sides of the map.
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Re: [CS:GO] de_cefalu_go

Postby Armageddon on Sat Oct 27, 2012 9:33 am

Looks like a lovely map, something Valve would make.
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Re: [CS:GO] de_cefalu_go

Postby novalin on Fri Nov 16, 2012 9:26 pm

Armageddon wrote:Looks like a lovely map, something Valve would make.


Thanks! That's nice of you to say that.

***

A note to everyone: I'm currently working on an update, and would love to incorporate your feedback. If you know of any bugs or have any suggestions please let me know soon, and I will see what I can do. I appreciate all feedback.
Thanks.
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Re: [CS:GO] de_cefalu_go

Postby Sathor on Sat Nov 17, 2012 10:47 am

Hey,

The map is already so nice to look at, it is hard to say anything but: good job.

Just wanted you to know that you are not ignored or so, it is just - the work seems already done. I like it the way it is basically ...
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Re: [CS:GO] de_cefalu_go

Postby novalin on Sat Nov 17, 2012 5:13 pm

Sathor wrote:Hey,

The map is already so nice to look at, it is hard to say anything but: good job.

Just wanted you to know that you are not ignored or so, it is just - the work seems already done. I like it the way it is basically ...


Glad to hear it, thanks for saying that.

Here's a list of changes I have already made (but not yet released) for the next version:
+ added more details
+ added more bombsite directional arrows
+ fixed a bug in which bullets were being partially blocked out of the lower sniper window
+ widened the stairwell a little at Long A+
+ other minor adjustments
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Re: [CS:GO] de_cefalu_go

Postby mookie on Sun Nov 18, 2012 4:54 am

Just played it again and here are a few gameplay issues:

Both spawns are very spread out with a lot of obstacles. This makes sharing weapons difficult, especially for CT. If the spawnpoints behind the boats were removed, T spawn is probably OK.

CT spawn is not very good. It's relatively narrow which can create a lot of blocking. The spawns are distributed very far between B and A (some spawns are much, much closer to one site or the other, maybe five seconds). It takes a long time to run from B to A through CT spawn; even though it's a relatively short distance, the route is very twisted, and there's no alternative route to transfer, except going through the church.

Bombsite B favors the Ts too much. There is not much room to stand in the site to defend it; almost anywhere you are will leave you exposed to both sides. If you're in the site and need to fall back, it's very difficult because there are not many corners to go around. A back connector from the fourth side of B leading back toward the stairs might help. Rearranging the walls of the site or adding some large hard cover between the site and the doorway to the stairs might help. Changing the long hall/street into a Z-shape so that CTs could move partway down it and defend the route there might help.

Bombsite A is not an attractive way to go for the Ts. It only has two ingresses, which are both narrow doorways that can only be seen through from very close, and can't easily be rushed by multiple players.

The distance that the long route to B is isolated is too far (from the apartment all the way to B); this route should connect to the rest of the map further away from T spawn and closer to bombsite B to allow Ts to transfer or CTs to flank this way.

A few clipping issues I noticed:

(1) A single player can climb up onto the roof between A and CT spawn and walk around there and on the rocks.

(2) It's quite easy to jump from above the church and land inside the triangular wooden supports. This may be intentional, but it is a spot that would surprise a lot of players.

Overall my suggestions would be:

(1) Remove the rocks separating CT spawn from A, replace with an open area that players can walk through.

(2) Redo the L-shaped hallway leading from T spawn directly into A as an actual room (or two), with either a much-wider doorway into A or two doorways into A.

(3) Reduce the two long hallways/streets leading to B to make this area more playable/defensible.
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Re: [CS:GO] de_cefalu_go

Postby novalin on Sun Nov 18, 2012 6:34 am

HI - thank you so much for the feedback, this is extremely helpful. I will run through your list and see what I can incorporate -- I think I can get in a lot of it, and agree on most, if not all, points.

Just as an example, in case you are curious, that narrow L turn into Site A was only built like that back when I made this for CS:S to help performance, but for today's standards I can easily open that up more so it's not such a bottle neck (and/or have 2 pathways there).

I'm curious, did you play on the first beta release or the 2nd? The 2nd was only released earlier today, and in that version I clipped off the small church (the one between CT spawn and Site A) so that CTs cannot camp up there.

Thanks again, this really helps.
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Re: [CS:GO] de_cefalu_go

Postby mookie on Sun Nov 18, 2012 4:45 pm

a23
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